Splatoon 2 - Oct 14 17 A (Team Werewolf & Results) (feat. Dualie Squelchers)

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Splatoon 2
Game:
Splatoon 2 (2017)
Duration: 13:37
432 views
16


Thumbnail art by Wool (Miwol)

Yep, here's another weapon that you've probably seen everywhere if you've been playing Splatoon 2...or watching it, for that matter, and this Splatfest is no exception. Go on, count the other Dualie Squelchers users in these matches. It's not quite as extreme as the Aerospray MG (the 1.4.0 update nerfed the Baller so now the RG doesn't see quite as much use).

And really, the benefits of the Dualie Squelchers are obvious. Dualies are a weapon class with a high rate of fire and the ability to roll, but to offset that, they tend to have a low range, the lowest average of any weapon (even the Rollers). The Dualie Squelchers, on the other hand, are long-range, the only long-range Dualies weapon in the game (so far, at least). At first glance, and that might be the only glance many people make, including its users, this sounds like the Dualie Squelchers are a weapon without weaknesses,good at both combat and inking. But it does have them: It has the fastest ink consumption of any of the Dualies, the smallest-distance rolls, the largest amount of cooldown time after a roll, and the lowest fire rate (which translates to the longest zero-to-splat time in this weapon class).

This weapon's rolls are so small that you can't rely on them to dodge attacks consistently the way you can with Splat Dualies or the Dapple Dualies. With them, the idea is to find someone and roll either to zero in on them or to prevent them from hitting you until you splat them. The Dualie Squelchers function much more like an ordinary automatic weapon in this regard, as it outranges a good portion of other weapons, allowing you to win fights through a range advantage, and you'd only really roll if you feel getting hit is otherwise inevitable. Because of these differences, the Dualie Squelchers are also the only Dualies weapon to be effective in narrow, straight paths like what you'd find in Moray Towers or Port Mackerel, rather than the wide open spaces you'd find in stages like Sturgeon Shipyard or The Reef.

The Dualie Squelchers is a jack-of-all-trades, master-of-none weapon in Ranked. It has no clear advantages or disadvantages in any of the modes that you wouldn't also find in Turf War. However, due to the high ink consumption of the Dualie Squelchers, if you're playing Tower Control, it's better suited for protecting tower-riding teammates from attackers than being on the tower itself, and its long range and large droplets means it can fill up a Splat Zone provided you have no interference from the other side.

Using the Dualie Squelchers, you get Point Sensors and Tenta Missiles. The immediate benefit of Point Sensors is that you can pinpoint a target and attack them from a safe distance using the weapon's long range, but this is greatly hindered by how the opponent will likely start playing evasively. This can work if you have aggressive teammates nearby who will help you pin them down, but here in a Splatfest, you're probably going to get a lot of defensive-minded teammates who would rather flee from opponents who come close, so it won't be that reliable. Tenta Missiles are used with this like everything else. However, because the Dualie Squelchers are disadvantages in close combat, they are good for overwhelming opponents who are getting too close for comfort.

By the way, in the original Splatoon, this weapon was known as the Dual Squelchers and was one weapon, not two. It had a slightly lower range than the Jet Squelcher and significantly less damage, but it fired at twice the rate of that of the Jet Squelcher.

Match #1
Port Mackerel
Splatfest Turf War
Dualie Squelchers
Color Scheme: Eggplant Casserole
Song: "Muck Warfare" by Off the Hook
See what I mean? Look at all the Dualie Squelchers! And they can all use the roll better than I can because I am, honestly, not well-practiced with this mechanic.

Match #2
Snapper Canal
Splatfest Turf War
Dualie Squelchers
Color Scheme: Eggplant Casserole
Song: "Acid Hues" by Off the Hook
Here's what Snapper Canal looks like at night. It just doesn't feel that interesting of a stage to me though. Not sure why. No one ever goes to the open area on the right of the start either. As I'm no good with rolling, I just use this think as an inking weapon, which I suspect is a big part of its popularity.

Match #3
Shifty Station
Splatfest Turf War
Mini Splatling
Color Scheme: Eggplant Casserole
Song: "Ebb & Flow" by Off the Hook
Sometimes though, things just turn out right and I can occasionally do a roll correctly. Don't ever think for a second that I am an expert with every weapon.

And now sit down for the results:
Popularity - Vampires 54% - 46% Werewolves
Wins (Team) - Vampires 51% - 49% Werewolves
Wins (Solo) - Vampires 52% - 48% Werewolves

Apparently, I didn't help enough. Will the pattern be Pearl winning every Splatfest from here on out?







Tags:
splatoon 2
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murch
pearl
marina
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inkopolis
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shifty station
port mackerel
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dualie squelchers
dual squelchers
tenta missiles
point sensor



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